Overview

Izayoi is the true form of the Sealed Armament: Izayoi that Tsubaki Yayoi undertakes to don the power of Immortal Breaker. Turning away from the darkness of the past, she takes up her sword to punish all crimes and seek out the true light. This alternate form of Tsubaki is playable starting from BlazBlue: Chrono Phantasma.

Drive: Scarlet Justice

Izayoi's Drive allows her to enter an alternate mode called Gain Art, giving her new dashes, C normals, special moves, and extensions to existing special moves. When in Gain Art, Izayoi gains tremendous mix-up and pressure potential, contrasting the defensive style of her normal mode. While Izayoi can transfer between the two modes freely, usage of the special moves available in Gain Art require stocks of the Zero Weave gauge, which are generated by using special moves during normal mode. These stocks are generated regardless of hit (2 stock gain) or block (1 stock gain) and are the foundation behind Gain Art pressure and combos. Effective usage of normal mode to generate stocks and Gain Art to spend them is the key to success!

Overdrive: Freedom Justice

Izayoi's Overdrive allows her to passively generate stocks, regardless of the mode she is in. The number of stocks generated depends on overdrive duration. And like other characters, her Distortion Drives become stronger during Overdrive as well. Justice Phorizer increases in range and damage, while Slaver Trans-am lasts approximately twice as long. Overdrive also strengthens her existing Gain Art specials, opening up new combos and pressure.

Pros/Strengths

Incredible pressure and mix-up in Gain Art

Good conversion potential

Flexible movement options

Strong mid-range game in Normal Mode

Cons/Weaknesses

Reliant upon stocks

Difficult normals/anti air/movement options

This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A

Relatively standard 5A. Izayoi's fastest move, and is used to pick up from some air combos. Has a very decent end hitbox, though the range is very short. Can be used to stuff horizontal air approaches that fall into it's range. Whiffs some crouchers, but only under specific circumstances. As such, it's usage for whiffing crouching hitboxes is relatively inconsistent, but that inconsistency does make it a bit tricky to defend against.

5B

While 5B is a bit on the slow side, it makes up for it with it's range. This move is capable of tagging most characters from round start positions. This move does come with hurtbox extensions (and can be low profiled) but in tandem with other moves to dissuade this, can demand a lot of respect. Can be confirmed into 236B or 236C at any range. Also commonly cancelled into sonic sabre for pressure.

5C

In CPEX, 5C was given a slide before the actual attack. This is great for confirming hits that were previously too far to turn into anything substantial, but also plays a big role in closing space during pressure. Can also (albeit awkwardly) function as an anti air on some characters thanks to its hitbox.

5C (GA)

This normal packs a punch. Solid base damage, prorates well, and opens up a good amount of combo options in certain situations. Cornerstone in Gain Art combos, usually being used to combo into 2C(GA) or go into an air combo. Also cancelable into 6B, where Normal Mode 5C is not. Comes with a very high crossup hitbox, making it great for air unblockable crossups and general confirms. Also plays a huge role in GA pressure, allowing Izayoi to close space with an airdash if necessary.

2A

A kick with a solid amount of range. For a 2A, a bit on the slow side, but hits relatively fast for a low. Can only be used twice per string. However, 2A notably cancels into throw, rounding out a strong throw game.

2B

A bit similar in usage to 2A, but comes with a bit more startup and extra range. New gatling into 2B from 5B provides a way to keep respect during midrange strings. The range also comes into play with Izayoi's restrictive cancel states after teleports, where 2B's extra reach becomes indispensable. Strong footsie tool in normal mode.

2C

A staple of Izayoi's ground game in normal mode. Extremely good extended hitbox, crouching animation, and a good amount of active frames makes this move very demanding to whiff punish. A bit on the slow side for a neutral poke, but controls space extremely well, and maintains a good frame disadvantage with stance cancel. If this move tags an extended hitbox and counterhits, you have an abundance of time to run up and convert into 8 stars and a knockdown (even on most trades!). Also a great choice for counterhit punishes.

2C (GA)

This move prorates only once for both hits, and comes with super high base damage and untechable time. Beyond combos, it is also a staple part of her Gain Art blockstrings, demanding a ton of respect. Despite all of this, the range is relatively small, but being in range to use it properly makes it extremely useful.

6A

In BBCF, 6A losts it's 110% Bonus Proration and its previous gatling capabilities got changed. Being jump-cancellable on block and cancellable to almost all other normals, it finds use in pressure as the beginning of a blockstring. It is mostly scene in Gain Art combos, to combo from a high hitting Strike Fall and provide enough hitstun to continue with moves such as 2C(1) or EA.

6B

Izayoi's standing overhead. Now special cancelable (mostly into air slashes) on hit or block, which makes it great for stock gain, and a staple filler in corner gain art combos. It is also seful for beating anticipated foot property moves. Funnily enough, can be feinted, though the overall speed and recovery makes this more of a parlor trick than anything, since it can be fuzzy mashed everytime. Can be canceled into from 2c (normal mode) and 5c,2c (gain art mode). Knocks down on air hit, if necessary.

6C

This move can close a lot of space mid pressure, especially in conjunction with 5C. Comes with more blockstun than other normal mode moves, making it a staple. Also a great punish move, generally yielding the highest damage Izayoi can dish out. 6C has a small window of body invulnerability, but it doesn't see much use outside of evading moves after superflash.

6C (GA)

Closes distance on block easily, while still maintaining some advantage

Special cancelable on hit

Jump cancelable on hit

6C(GA) provides similar advantage to Normal Mode 6C stance cancel during pressure. The hitbox goes very high, so you can tag a lot of jump outs with this, especially if you delay it. Has lost much of its untechable time but still finds great uses in both midscreen and corner combos due to it's function on granting extra height. Now acts as a Fatal Counter, granting enough time to combo with 2C after waiting for the opponent to fall.

3C

Going into CPEX, 3C lost almost all of its utility. It has very short range, is no longer jump cancelable on block, and doesn't create more frame advantage after 236B~214A/B. Only comes up to OTG after 214A on a short starter, or at a range too far to confirm into Aegis to preserve a knockdown. Relatively useless, but does let you get extra hits in on opponents who choose not to tech, maybe even letting you take better control of a knockdown or get more stocks.

3C (GA)

Great damage on counterhit. Don't just throw this out however, as it is punishable (though you can do some neat option selects to confirm it using OD to stay safe). On hit or block, 3C's cancel properties are a bit interesting. You can special cancel it only on hit, but can OD cancel it on hit or block. Of course, you can RC in both situations. Regardless, the move is useful as a combo tool by closing space and keeping your opponent low to the ground, and can even function as a combo ender.

j.A

jA is a staple air to air tool, boasting only 6 frames of recovery and whiff cancelable capability to back up it's amazing range. This normal is great, and even cancels into airthrow for throw reject miss setups. Doesn't turn into a lot of damage on mixup and footsies, but can create a great situation for you at a very low risk. On pressure, the fastest possible dash jA can now be canceled into a second jA before hitting the ground, increasing frame advantage and giving you extra mixup and combo opportunities.

j.B

This normal is fast enough to function as a strong mixup tool, while still reaping the rewards of a good combo starter rating. The reward off dash jB is very good for it's speed and safety. Otherwise, it's usage is fairly limited due to its somewhat short range, but it does come with a crossup hitbox that can augment some normal mode pressure. On block, it keeps you at advantage and with a bevy of cancel options, keeping you in a great position even if successfully guarded.

j.C

jC is a great jump in, hitting crouching hitboxes when done immediately off of an IAD. Against anti airs, it can tag a lot of AA's on their startup before invulnerability kicks in, forcing pre-emptive action. Both of these uses play a big part in Izayoi's neutral, making jC a big part of Normal Mode play. Midcombo, it can set up a knockdown or relaunches.

j.C (GA)

This normal is THE staple in Izayoi's GA approach. Huge, very hard to disrespect. Beats a ton of anti airs, air to airs, movement options, and other extended hitboxes. Amazing space control, and serves well off single jumps, superjumps, airdashes, backwards airdashes, you name it. Crossups, fuzzy mixups, neutral, this normal is all purpose. Takes a bit of respect to get going on offense due to speed, but can open up a ton of approach and mixup options. Make your opponent respect this, you won't regret it. Used in conjunction with air Sonic Sabre and other movement options, this normal is what makes Gain Art so threatening.

Drive Moves

5D/2D

5D and 2D are a bit similar on the surface, but there are 2 major things that may make you want to use one over the other. Firstly, the hurtboxes vary. 2D produces a longer horizontal hurtbox, and 5D a longer vertical hurtbox. This also comes into play with mode change combos, where you may increase frame advantage during D saber combos by moving your opponent's hurtbox in a certain way by either standing or crouching. This is hurtbox-specific, so mess around with it! Secondly, 5D cuts all grounded momentum and 2D preserves it, meaning a Mode Change combo into a pickup will prefer to use dash 2D to close space, or maybe even 5D to retain it.

jD

A bit more useful than 5D or 2D, jD falls in between the two in terms of their properties. Because it halts momentum to a degree, you can use it to stall in the air and come down with a normal. Useful for punishing pre-emptive anti airs.

Izayoi's throws are a bit awkward to combo from, as their wallbounce is influenced by screen position. Therefore, you end up with a lot of ways to adjust throw combos that you need to know. Throw in normal mode yields lower reward and a weaker knockdown than standard conversions, but in Gain Art, allows you to really outshine other S starter confirms. The first hit of throw can be RC'd for huge damage and amazing proration, not to mention an incredibly flexible hit state, making throw an extremely dangerous option with various resources.

Almost entirely the same as forward throw, but allows you to adjust your spacing properly. Certain spacings in relation to the corner will yield a good combo off backwards throw, but not forward throw! Interestingly enough, delaying your RC before the second hit can allow you to side swap to create better positioning for a followup combo.

Air Throw

Pretty standard air throw, but compliments Izayoi's air normals thanks to its high hitbox. However, it comes with a lot more recovery on whiff. Does have a bit of landing recovery, but landing during the startup or active can negate it. Pretty similar to her ground throws in terms of comboability, but sacrifices good spacing in exchange for consistency and shorter combo time. Unfortunately, can't be RC'd on the first hit like its grounded counterparts.

Counter Assault

One of the best Counter Assaults in the game, this move has great horizontal and vertical range. The animation mirrors her 6C, but with a slightly shorter step. This is very useful, as it can catch someone attempting to jump on their pressure instead of going underneath. Coupled with its high vertical range, sometimes it can be difficult to punish.

Crush Trigger

Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.

High damage followups

Can be used to set up standing resets

Pretty standard Crush Trigger, but carries extremely short horizontal range. Pretty difficult to combo into without spending lots of resources, and those confirms usually only yield an increase of around 400 to 500 damage. However, when CT is comboable easily, the increase in damage is significant and is almost always worth the meter, usually increasing the damage by about 1000. Funnily enough, can stuff a significant amount of air approaches.

Special Moves

Sonic Sabre

Izayoi's signature projectile. A small, fast moving shot that flies straight ahead. Plays a huge role in her neutral game. Like the rest of her specials in normal mode, Sonic Sabre generates one Zero Weave stock on block and two on hit. Neutral on block at point blank, making it a solid pressure reset, but its startup can get stuffed by fast normals on IB. Notably, Izayoi's shooting animation can make her evade some reversals.

D

600*3

All

26

-

43T

+19

HBFPr

D (Overdrive)

600*5

All

26

-

43T

+36

HBFPr

Consumes 2 Zero Weave stocks

Strong, but expensive pressure tool

OD Version carries a huge amount of hit/blockstun, opening up a ton of options

Cancelable into D Mirage Thruster on hit, block, or whiff

D saber, while being very expensive, can be worth the cost. Usually used when you have stocks to spare, you'll end up spending 3 (2 for the saber, and one on the teleport!) to maintain as much frame advantage as possible. Izayoi's only move that costs 2 stars outside of Trans-Am. In overdrive, more swords spawn on contact, obscuring mixups or allowing for high damage combos.

The air version of Sonic Sabre. Has a slightly faster startup, stopping Izayoi's momentum and making her rise while shooting the projectile. After the recovery, Izayoi can move freely, but still carries the landing recovery until she hits the floor. Very important neutral tool, stuffing many anti air moves and approaches.

D

600*3

All

23

-

42T

-

HBFPr

D (Overdrive)

600*5

All

23

-

42T

-

HBFPr

Consumes 2 Zero Weave stocks

Versatile projectile

Angle and speed help create great oki cover and mixups

Cancelable into D Mirage Thruster on hit, block, or whiff

Similar to ground D saber, but much more useful. Despite the speed, D saber is more useful precisely because it is slower, having a hitbox that hangs in front of Izayoi while active. This proves very useful for oki cover, as well as creating mixups through your opponent's neutral tech invulnerability. On pressure, useful thanks to the speed at which Izayoi can blockstring afterwards (in conjunction with a lack of landing recovery!) allowing much closer offense without using an additional stock for a teleport. In neutral, the quick recovery and minimal movement allow you to control space decisively. Very worth the two stock cost if used well.

Izayoi's only dedicated anti-air. She moves forward a little bit, so there's a bit of a deadzone right above her head when attempting to use the head invulnerability to attack. Generally, its usage is going to revolve around controlling space at its max range, though neglecting it while on defense is a big mistake. A bit difficult to use as an anti-air thanks to needing a 623 motion, but still very plausible thanks to how quickly the head invincibility kicks in. In normal mode, 623B lacks combo options unless you are in the corner or get a counterhit. In Gain Art, you can convert relatively easily thanks to moves like Strike Fall and Astraea. Also functions as a late combo tool, gaining stocks or opening up Strike Fall confirms when otherwise impossible.

One of the big parts of Izayoi's ground game. Extremely long reach, fast, and relatively safe. Your opponent needs to respect this move. In GA, can be hit/block/whiff canceled into Valkyrie Astraea past frame 3, extending the threatening range by a bit. On counterhit, combo options open up depending on spacing and resources. Attack comes out 4 frames after release, making it a great reactionary tool for neutral footsies.

236B functions mainly as a pressure tool and a combo part. In pressure, it is used to create respect. functioning as a very good frame trap. Off of 5B and 2B on block, it catches jump startup after both normal block and IB. In conjunction with being a low, it's relatively easy to make your opponent stay on the ground. The threat of this move can go a long way, carrying the same animation as 236C on charge, making feints very deceptive. In combos, this move causes a hard knockdown on standing/crouching hit, allowing combos with A or B teleport to affect positioning. Relatively negative on block, but can be canceled into teleports and Astraea.

Can be used as a stand alone move if you input 236C+D. Very handy for catching the opponent off guard in neutral and for certain combo routes.

OD version deals more damage, has more hitstun and covers the entire screen back and forth. This is one of the moves that makes Izayoi very threatening in Overdrive mode. Extremely useful for getting close to your opponent or even hitting them for big damage when they least expect it. Teleport cancelable on hit or block. Often used in conjuction with OD D saber.

Stance Cancel (CS)

Stance Cancel (Crusade Seraphim) ends up with different total durations based on the move you use, due to the varying cancel windows and total duration of cancel. Fastest possible Beta cancel is the shortest at 17f, followed by Alpha cancel which is 18f and then Gamma cancel which is 22f. Due to being the result of a special cancel, you can calculate the static difference of a normal into stance cancel by ignoring the additional active frames and replacing the recovery with the total duration of the cancel. The following list shows all normals that benefit from the fastest possible Beta cancel and the resulting frame (dis)advantage:

Strike Fall

Izayoi's staple combo ender. Doable only in Gain Art, Strike Fall serves as a follow up to Crusade Seraphim Alpha and Aegis Blade. It is only possible to do Strike Fall on hit, so you can option select your confirms into Strike Fall and commit to another cancel option on block or whiff. On hit, has an enormous amount of untechable time, usually leading into some kind of workable knockdown. For high hitting Strike Falls, Izayoi can link into 5A, 5C, or Justice Phorizer for a combo extension.

Consumes 2 Zero Weave stocks (1 if canceled from a special on hit or block)

Izayoi teleports a preset distance to a location based on whichever button you use to activate the move. A teleports in place, B teleports backwards and C teleports forwards. The A, B, and C teleports are doable in both Normal Mode and Gain Art. The D version of the teleport is doable only in Gain Art and requires 2 Zero Weave stocks. However, it makes up for it by tracking opponents (you end up right behind them, regardless of where they are, even in the corner!) while being able to whiff cancel special moves (even Justice Phorizer!). On hit or block, D teleport only requires one Zero Weave stock. However, certain moves require two stocks regardless of if they connect or not (All variants of Sonic Sabre and Justice Phorizer).

Izayoi's metered reversal, but an amazing one as far as reversal supers go. Extremely fast startup, great active window and a ton of invincibility. On block, pushes back extremely far, making it very, very difficult to punish. During Gain Art, can be canceled into D Mirage Thruster on hit, block, or whiff (making it even more difficult to punish!). On hit, leads into a full combo with teleport. During Overdrive, Justice Phorizer gains range, damage, and untechable time along with a wallsplat property. Minimum damage is 660 (900 during Overdrive).

Slaver Trans-Am

Trans-Am summons two bits to hover around Izayoi for a certain amount of frames. When using an attack during Trans-Am, after a certain amount of frames, the bits will attack. This can allow certain combos that normally would not work, and combo routes off of moves that are normally uncomboable (6B comes to mind). During Overdrive, the duration of Trans-Am is doubled. With constant attacking, you can get a max of 4 attacks out of the bits before they disappear (8 in Overdrive).

On startup, Izayoi thrusts her blade formward. If if connects, she commands her bits to attack her opponent, ending with a cross attack. Puts Izayoi in Active Flow if she hasn't already been in it already. On Active Flow, the bits attack more times. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.

Astral Heat

Izayoi's Astral. She first charges towards the opponent, and upon successfully connecting proceeds to throw a lance in a very Super-Robot-Wars-Esque cutscene. Extremely comboable, working off of C normals, grabs, airgrabs...the list goes on. With such quick startup, it is arguably one of the better and more practical Astral finishes in the game.